Takes like 5 siege mode hits to kill 1 chargelot? lolz. Especially since chargelots won't even take massive amounts of splash like any ranged unit. Ridiculously bad. Can't even target fire high templar well, takes three shots to kill one :o.
If there's a viable ground path to your siege tanks, you're playing mech completely wrong. With choke points, island cliffs, salvageable bunkers, and flying buildings to wall off ANYWHERE, there is absolutely no excuse for leaving any less than an impenetrable siege defense.Sensor Tower? - Page 5
Forum Index > StarCraft 2 Strategy |
bobucles
410 Posts
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Conrose
437 Posts
1v1s I don't use them much. | ||
Geovu
Estonia1344 Posts
No Terrans seem to like this building either so if it was removed from the game I think everyone would be happy. | ||
FabledIntegral
United States9232 Posts
On December 21 2010 09:04 bobucles wrote: If there's a viable ground path to your siege tanks, you're playing mech completely wrong. With choke points, island cliffs, salvageable bunkers, and flying buildings to wall off ANYWHERE, there is absolutely no excuse for leaving any less than an impenetrable siege defense. As if. Please show me someone that is playing mech correctly then using said buildings to wall off, etc. Using cliffs isn't mech play, it's an option viable for mech play. And if you've seen a particular game on LT lately, you'd know it's still worthless even in your scenario. | ||
Rodregeus
Australia126 Posts
On December 21 2010 09:11 Geovu wrote: It makes me sad and really pissed off when a Terran puts up a single sensor tower and can see in my main on LT or Metal. Or see the whole frigging map on Steppes. I'd have to build 4 observers or more just to spot the radius of a sensor tower completely and you can see cloaked units (!?!) as though Terran had poor detection in the first place. No Terrans seem to like this building either so if it was removed from the game I think everyone would be happy. I like them, especially if doing drop play. Even more so if it's against Z. You can see exactly where all their overlords are and avoid them accordingly, to get your drop to their base unseen. Also makes OL sniping a hell of a lot easier. Obviously though not quite as viable on huge maps cause you would need a ton of towers. | ||
Komsa
United States99 Posts
If you see all his units move out of tower vision or if you see his front line come forward, he's about to try something. What's the point dreaming of what towers should be in a strategy forum? Watch pro replays, they know how to use them. Take their free advice. | ||
Rodregeus
Australia126 Posts
On December 21 2010 10:44 Komsa wrote: What's the point dreaming of what towers should be in a strategy forum? Watch pro replays, they know how to use them. Take their free advice. Same reason as everything else here i would assume. Both to start a conversation potentially leading to new fun strategies. Along with the fact people here like to talk starcraft, so why the hell not? | ||
PooNinja
Australia46 Posts
On December 21 2010 09:11 Geovu wrote: It makes me sad and really pissed off when a Terran puts up a single sensor tower and can see in my main on LT or Metal. Or see the whole frigging map on Steppes. I'd have to build 4 observers or more just to spot the radius of a sensor tower completely and you can see cloaked units (!?!) as though Terran had poor detection in the first place. No Terrans seem to like this building either so if it was removed from the game I think everyone would be happy. Sensor towers do not detect cloaked units. | ||
Geovu
Estonia1344 Posts
On December 21 2010 12:36 PooNinja wrote: Sensor towers do not detect cloaked units. I meant that they show up as blips, I might be wrong at that too though. | ||
TehForce
1072 Posts
On December 21 2010 12:53 Geovu wrote: I meant that they show up as blips, I might be wrong at that too though. just like he said, sensor towers DO NOT detect cloaked units, that includes the "blips". | ||
fidey
United States46 Posts
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ShootingStar
17 Posts
Having a sensor tower mean's you can spot any drops way before they get to you so the chances are you can intercept them and kill them or scare them off with either very minimal damage being sustained if any at all, plus simply having a sensor tower will discourage drops anyway as a drops main power is the element of surprise. Not to mention it also will make you far better at dealing with doom drops which can very easily cripple or end the game for you. For Terran, and especially a Terran with an immobile army, a sensor tower or 2 is a must in my eye's, people argue it's 100 gas, but seriously it's absolutely ridiculous to think it doesn't pay for itself during a game. | ||
Addishuns
United States19 Posts
On December 21 2010 13:24 fidey wrote: Sensor towers are f*cking ridiculous, why are Terrans actually whining about 100 gas? It costs 100 gas for a slow moving, noticeable observer that typically dies immediately against any competent player. I wouldn't mind having a xel naga watchtower for 125/100. But observers are cloaked, mobile, and detectors. Sensor towers are immobile, visible, and only detect visible units (at a huge range of course). | ||
Azzur
Australia6251 Posts
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fidey
United States46 Posts
On December 21 2010 13:37 Addishuns wrote: But observers are cloaked, mobile, and detectors. Sensor towers are immobile, visible, and only detect visible units (at a huge range of course). If you've ever seen any Terran play on Xel Naga Caverns you'll see that a sensor tower covers almost the whole map if it is placed by the gold 3rd. With 2-3 missle turrets there is almost no way any sensible counter attacks or drops could happen. I'm going to be honest, observers can detect units, but units can also detect observers. They lose half of their utility when they are scouted. And what are you going to detect? Banshees and dark templar? In late game? This is why pheonix hallucination scouting is becoming the dominate method of scouting as P. Observers are not cost effective right now and even with the patch are going to be annoying to get. PS: 100 gas isn't a lot at all. Aren't marines the staple Terran unit right now? I'd hate to remind any T right now but almost any build is gas heavy besides MMM. | ||
Gr1m
Australia52 Posts
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ShootingStar
17 Posts
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vlovo
Netherlands18 Posts
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bobucles
410 Posts
On December 21 2010 09:27 FabledIntegral wrote: Oh, I'm sorry, I forgot. This is TL, where pro players a-move their siege tanks across the map.As if. Please show me someone that is playing mech correctly then using said buildings to wall off, etc. Using cliffs isn't mech play, it's an option viable for mech play. And if you've seen a particular game on LT lately, you'd know it's still worthless even in your scenario. Siege tanks are the single unit that benefits more from terrain than anything else. They get an advantage every single time a unit has to walk around, climb up, or fight his way through ANY obstacle. Why? Because siege tanks have the longest range in the game. Only a few seconds of obstruction are needed to render an area virtually unassailable, and Terran packs those in spades. All the chargelots and speedlings in the world can't touch a tank on a cliff, and it takes ridiculous numbers to break siege tanks hiding behind anything. If you aren't using terrain, structures, and cliffs to their FULLEST advantage, you simply aren't playing mech. The extra intel from sensor towers is critical to making sure it works. | ||
xseverityx
52 Posts
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